The nature of battle in FFT invariably places a premium on speed. Thus, a Time
Mage's abilities could very well determine the outcome of a contest between
two evenly matched foes. Magic such as "Haste" and "Quick" offer a clear
advantage, and the spells "Slow," "Stop," and "Don't Move" debilitate the enemy.
The Time Mage himself is a strong magic user (second to the Wizard), even though
he is generally not regarded as such.

ACTION : TIME MAGIC

Rng

Efc

MP

Sp

JP

Haste

Adds Haste status.

3

2, V0

8

50

100

Haste 2

Adds Haste status.

3

2, V3

30

15

550

Slow

Adds Slow status.

3

2, V0

8

50

80

Slow 2

Adds Slow status.

3

2, V3

30

15

520

Stop

Adds Stop status.

3

2, V0

14

15

330

Don't Move

Adds Don't Move status.

3

2, V1

10

34

100

Float

Adds Float status.

4

2, V1

8

50

200

Reflect

Adds Reflect status.

4

1

12

50

300

Quick

Fully restores CT gauge.

4

1

24

25

800

Demi

Causes damage equal to 1/4 the target's maximum HP.

4

2, V1

24

17

250

Demi

Causes damage equal to 1/2 the target's maximum HP.

4

2, V3

50

12

550

Meteor

Causes massive non-elemental damage.

4

4, V3

70

8

1500

REACTION

Description

Trigger

JP

Critical Quick

Quick is cast on unit equipped with this ability.

Critical

700

MP Switch

HP loss is converted to MP loss.

HP Damage

400

SUPPORT

Description

JP

Short Charge

CT is shortened.

800

MOVEMENT

Description

JP

Teleport

Freely move without Move or Jump constraints, although its success rate
decreases the farther you attempt to move.